var t = require;
var e = module;
var o = exports;
var i, n = this && this.__extends || (i = function(t, e) {
    return (i = Object.setPrototypeOf || {
        __proto__: []
    }
    instanceof Array &&
    function(t, e) {
        t.__proto__ = e
    } ||
    function(t, e) {
        for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
    })(t, e)
},
function(t, e) {
    function o() {
        this.constructor = t
    }
    i(t, e),
    t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
}),
a = this && this.__decorate ||
function(t, e, o, i) {
    var n, a = arguments.length,
    r = a < 3 ? e: null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
    if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);
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    return a > 3 && r && Object.defineProperty(e, o, r),
    r
};
Object.defineProperty(o, "__esModule", {
    value: !0
});
var r = t("GameConstant"),
s = t("Util"),
l = t("Global"),
c = t("GatlinHitEffect"),
d = cc._decorator,
h = d.ccclass,
p = d.property,
u = function(t) {
    function e() {
        var e = null !== t && t.apply(this, arguments) || this;
        return e.collider = null,
        e.pfb_hitEff = null,
        e.speed = 0,
        e.degree = 0,
        e.destroyBullet = function() {
            this.node.opacity = 0,
            s.Util.objectPool.putNodeIntoNodePool(l.PoolKey.gatlinBullet, this.node)
        },
        e
    }
    return n(e, t),
    e.prototype.initItem = function(t, e, o, i, n) {
        this.degree = n / 180 * Math.PI,
        this.node.opacity = 255,
        this.node.position = i,
        this.node.angle = n,
        this.speed = 2e3,
        this.collider.tag = t,
        this.setScale(e == r.Collide_Car_Tag.Right, o),
        this.scheduleOnce(this.destroyBullet, 1)
    },
    e.prototype.getColliderWeaponTag = function(t) {
        return t % 100
    },
    e.prototype.setScale = function(t, e) {
        var o = 1;
        o = r.Cur_Game_Type == r.Game_Type.PK ? r.Game_Type_Scale.PK: 1,
        o = e < 0 ? -o: o,
        this.node.scale = t ? -o: o
    },
    e.prototype.update = function(t) {
        this.node.scaleX >= 0 ? (this.node.x += this.speed * t * Math.cos(this.degree), this.node.y += this.speed * t * Math.sin(this.degree)) : (this.node.x -= this.speed * t * Math.cos(this.degree), this.node.y -= this.speed * t * Math.sin(this.degree))
    },
    e.prototype.removeItem = function(t) {
        if (null != this.node && null != this.node.parent) {
            var e = this.node.parent.convertToNodeSpaceAR(t),
            o = s.Util.objectPool.getNodeFromNodePool(l.PoolKey.gatlinhiteff, this.pfb_hitEff);
            this.node.parent.addChild(o),
            o.position = cc.v3(e.x, e.y, 0),
            o.getComponent(c.default).init(),
            s.Util.respownStarParticle(t, s.Util.getRandomInt(4, 6)),
            this.unschedule(this.destroyBullet),
            s.Util.objectPool.putNodeIntoNodePool(l.PoolKey.gatlinBullet, this.node)
        }
    },
    a([p(cc.Collider)], e.prototype, "collider", void 0),
    a([p(cc.Prefab)], e.prototype, "pfb_hitEff", void 0),
    a([h], e)
} (cc.Component);
o.default = u